TLDR: Added a sprint state to GAS character but it doesn’t sprint in game.
I tried to enable the Sprinting state to the Game Animation Sample project by doing the following:
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In the character blueprint set
Sprintas the Gait returned whenWantstoSprintandFullMovementInputare true.
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Created a new Pose Search Database and registered in the Chooser Table under the conditions:
OnGround, Stand, Moving, Sprint.
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Using Control Rig + Sequencer, I loaded the
M_Neutral_Run_Loop_Fand changed the rotation of some bones. Saved withBake Animation Sequence.
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In the animation browser: Activated
EnableRootMotionandForceRootLock.
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The newly created PSD is populated with the same animations as Run except the run forward, which uses the new anim sequence.
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Debugged the Gait value to confirm it is in the
Sprintstate when it should (by pressing Shift in my case).
The problem: The character doesn’t match the new animation when sprinting, it continues to display the forward Run animation.
In the animation browser I noticed that in the OG run animation the character actually moves forward. In my first attempt the new animation stands still, so in a 2nd attempt I also animated the root bone moving forward. Both attempts failed, so I’m wondering if I missed a step or misunderstood a concept because I don’t know why the sprinting is not working.




